Documentation
Quick usage
Pixel Art 3D There's lots of art projects for you to work on in Pixel Art 3D. You can create virtual masterpieces featuring food, animals, and lots more! Each one uses a retro style that looks like something you'd find in a Nintendo or Sega game from the 1980s. Pixel Art is a great coloring game for kids that you can play online and for free on Silvergames.com. Just choose an image, like a cute reindeer, a unicorn, a mountain or even the great Van Gogh, and start coloring them however you want. There's lots of art projects for you to work on in Pixel Art 3D. You can create virtual masterpieces featuring food, animals, and lots more! Each one uses a retro style that looks like something you'd find in a Nintendo or Sega game from the 1980s. You'll get to work on sports cars, monsters, and even designs featuring musical instruments.
To use the quick default configuration you need an element from where to draw the image and canvas element with the id pixelitcanvas. Then load the pixelit.js script and apply it on an image.
Options
Pixel It allows you to take an image and convert into pixel art. You can define the 'pixel' size, create a pixel image using a color palette and also convert to a pixel grayscale image. You can use Pixel It to be your jump start to make some pixel art. Check the documentation for all the available api methods.
You can pass some options when creating the instance (you can alter them later using the api methods).
API
Piskel
You can chain all methods together, beware that the order they are applied can change the final result.
Applying first the color palette and then the greyscale can give a slightlity different image.
.draw() draw to canvas from image source and resizes if max height or max width is reached
.hideFromImg() hides the from image element, is applied on object creation
.setDrawFrom(elem) elem to get the image to pixelate
.setDrawTo(elem) canvas elem to draw the image
.setFromImgSource(src) change the src from the image element
.setpalette(arr) sets the color palette to use, takes an array of rgb colors: [[int,int,int]], int from 0 to 255
.setMaxWidth(int) set canvas image maximum width, it can resize the output image, only used when .resizeImage() is applied
.setMaxHeight(int) set canvas image maximum height, it can resize the output image, max height overrides max width, only used when .resizeImage() is applied
.setScale(int) set pixelate scale [0..50]
.getpalette() returns array of current palette, can't be chained
.convertGrayscale() converts image to greyscale, apply only after .draw is called
Pixel Art Games
.convertpalette() converts image with the defined color palette, apply only after .draw is called
.resizeImage() resizes the output image if bigger than the defined max Height or max Width
.pixelate() draws a pixelated version of the from image to the to canvas, , apply only after .draw is called
.saveImage() saves/downloads current image
Documentation
Quick usage
To use the quick default configuration you need an element from where to draw the image and canvas element with the id pixelitcanvas. Then load the pixelit.js script and apply it on an image.
Options
You can pass some options when creating the instance (you can alter them later using the api methods).
API
You can chain all methods together, beware that the order they are applied can change the final result.
Applying first the color palette and then the greyscale can give a slightlity different image.
.draw() draw to canvas from image source and resizes if max height or max width is reached
.hideFromImg() hides the from image element, is applied on object creation
Pixel Art Online
.setDrawFrom(elem) elem to get the image to pixelate
.setDrawTo(elem) canvas elem to draw the image
Happy now zedd ringtone. .setFromImgSource(src) change the src from the image element
.setpalette(arr) sets the color palette to use, takes an array of rgb colors: [[int,int,int]], int from 0 to 255
.setMaxWidth(int) set canvas image maximum width, it can resize the output image, only used when .resizeImage() is applied
.setMaxHeight(int) set canvas image maximum height, it can resize the output image, max height overrides max width, only used when .resizeImage() is applied
.setScale(int) set pixelate scale [0..50]
.getpalette() returns array of current palette, can't be chained
.convertGrayscale() converts image to greyscale, apply only after .draw is called
You can pass some options when creating the instance (you can alter them later using the api methods).
API
You can chain all methods together, beware that the order they are applied can change the final result.
Applying first the color palette and then the greyscale can give a slightlity different image.
.draw() draw to canvas from image source and resizes if max height or max width is reached
.hideFromImg() hides the from image element, is applied on object creation
Pixel Art Online
.setDrawFrom(elem) elem to get the image to pixelate
.setDrawTo(elem) canvas elem to draw the image
Happy now zedd ringtone. .setFromImgSource(src) change the src from the image element
.setpalette(arr) sets the color palette to use, takes an array of rgb colors: [[int,int,int]], int from 0 to 255
.setMaxWidth(int) set canvas image maximum width, it can resize the output image, only used when .resizeImage() is applied
.setMaxHeight(int) set canvas image maximum height, it can resize the output image, max height overrides max width, only used when .resizeImage() is applied
.setScale(int) set pixelate scale [0..50]
.getpalette() returns array of current palette, can't be chained
.convertGrayscale() converts image to greyscale, apply only after .draw is called
.convertpalette() converts image with the defined color palette, apply only after .draw is called
.resizeImage() resizes the output image if bigger than the defined max Height or max Width
.pixelate() draws a pixelated version of the from image to the to canvas, , apply only after .draw is called
.saveImage() saves/downloads current image Pagalworld com 2013.